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author | David Lawrence Ramsey <dolorous@users.sourceforge.net> | 2009-10-29 19:16:59 -0500 |
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committer | David Lawrence Ramsey <dolorous@users.sourceforge.net> | 2009-10-29 19:19:00 -0500 |
commit | 3ee3c36bb7013cfe25662410b075afafd229d019 (patch) | |
tree | 42523b3d8e488ca8f7568f41dd2c3e4fce71173f /crawl-ref/source/spells3.cc | |
parent | 0b6632423e2e7abd23cf84aae60812648c586016 (diff) | |
download | crawl-ref-3ee3c36bb7013cfe25662410b075afafd229d019.tar.gz crawl-ref-3ee3c36bb7013cfe25662410b075afafd229d019.zip |
When using items that can directly turn monsters to zombies (weapons of
shadows or chaos) as a good god worshipper, ensure that the "turns into
a zombie" message always comes before the "enraged by your holy aura"
message.
Diffstat (limited to 'crawl-ref/source/spells3.cc')
-rw-r--r-- | crawl-ref/source/spells3.cc | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/crawl-ref/source/spells3.cc b/crawl-ref/source/spells3.cc index 7ea2fff9b4..094595ca72 100644 --- a/crawl-ref/source/spells3.cc +++ b/crawl-ref/source/spells3.cc @@ -921,7 +921,7 @@ void equip_undead(const coord_def &a, int corps, int monster, int monnum) static bool _raise_remains(const coord_def &pos, int corps, beh_type beha, unsigned short hitting, god_type god, bool actual, - int* mon_index) + bool force_beh, int* mon_index) { if (mon_index != NULL) *mon_index = -1; @@ -967,7 +967,7 @@ static bool _raise_remains(const coord_def &pos, int corps, beh_type beha, int monster = create_monster( mgen_data(mon, beha, 0, 0, pos, hitting, - 0, god, + MG_FORCE_BEH, god, zombie_type, number)); if (mon_index != NULL) @@ -985,6 +985,9 @@ static bool _raise_remains(const coord_def &pos, int corps, beh_type beha, destroy_item(corps); + if (!force_beh) + player_angers_monster(&menv[monster]); + return (true); } @@ -993,7 +996,8 @@ static bool _raise_remains(const coord_def &pos, int corps, beh_type beha, int animate_remains(const coord_def &a, corpse_type class_allowed, beh_type beha, unsigned short hitting, god_type god, bool actual, - bool quiet, int* mon_index) + bool quiet, bool force_beh, + int* mon_index) { if (is_sanctuary(a)) return (0); @@ -1016,7 +1020,7 @@ int animate_remains(const coord_def &a, corpse_type class_allowed, const bool was_butchering = is_being_butchered(*si); success = _raise_remains(a, si.link(), beha, hitting, god, actual, - mon_index); + force_beh, mon_index); if (actual && success) { |